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    posted a message on The Cursed Lands
    Quote from Carmelpoptart

    Awesome idea! and maybe there should be some type of liquid in there that insta-kills you.


    The way I was looking at it, it would be a dry, barren wasteland. Also an insta-kill liquid + a mob that throws you randomly would = rage.

    Quote from Darkmagic101

    Pools of acid that would give off clouds of toxic gas. Thats what Id put in here. This would be the only place to get this acid, so it would be worth coming to this biome. Though not sure what it would be used for.

    Another Idea... Tar Pits.


    Again, insta-kill + being tossed randomly would mean some serious BS deaths.

    However, tar pits would be fun. They slow you-down to a crawl and you have to jump constantly or you'll sink-down drown. Great way to screw with the mobs would be to gather a few bucketfulls and dump them in a moat.
    Posted in: Suggestions
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    posted a message on The Cursed Lands
    The Cursed Lands

    The Cursed Lands are a dangerous biome most feared for the fact that nighttime mobs will not ignite during the day while here. Because of its dangerous nature, the Cursed Lands never spawn within 7 chunks of spawn.

    This is the realm of the Skeleton and the Zombie, as seen by how densely they populate the area. Friendly mobs will not spawn in this biome and will run as if damaged if they set foot in it. Pigs who manage to get caught in the Cursed Lands will turn-into Zombie Pigmen after a certain period of time. Creepers do not spawn in Cursed Lands, but instead the Bleak Creeper spawns. The Bleak Creeper is a weaker version of the normal Creeper that is dirt-brown instead of a 'healthy' green. After suffering for weeks in the barren Cursed Lands, all this creeper can muster the strength to do is burst-into a shower of flames. However, it only needs 1/2 a second to do so. Killing one provides either flint or gunpowder.

    Other mobs unique to the area here are Skeleton Magicians, Hulks, and Tornadoes.

    Skeleton Magicians are powerful versions of the normal skeletal archer that can teleport like Endermen and fire more damaging shots (2 damage on easy). They drop the wizard's hats and wands, which can shoot X number of generic magic bolts before breaking (turns-into a stick & Ender Pearl). These can be refilled and augmented at Enchantment Tables. Wizard hats give little armor, but look cool and can be crafted with certain gems to give Magic Wands better effects.

    Hulks are giant zombies, not exactly giants, but large nonetheless. They have 20 health, do 3-damage a hit on easy, and can run slightly faster than a normal zombie. Along with rotting flesh, they occasionally drop Essence of the Undead, a crucial ingredient in brewing the Limited Immortality Potion (revives you on the spot with your inventory if killed, a.k.a. an extra life). These also require Ghast Tears and some rare ingredient from Ender.

    Tornadoes are invincible mobs that technically fly. They wander aimlessly across the cursed lands and will pick-up players and objects and fling them great distances, reacting to nothing and randomly despawning in a puff of smoke. All mobs do their best to avoid them except Hulks, Endermen, Dragons, and Spiders which are immune to being hoisted due to heaviness or sticky feet. Spider Jockeys are separated into their component parts when hit by a tornado.

    The Cursed Lands are observed by the lack of grass on dirt blocks, combined with leaf-less, twisted trees. By far the most common block in the Cursed Lands is the dirt block, you will occasionally encounter patches of stone or clay, but it is rare. The terrain itself is extremely flat (a 3-block deviation every chunk at most) pock-marked with 3-4 block deep cracks and craters, perfect for falling-into during a fight. If deep enough in solid Curse, squat mesas and cliffs will generate, but caves and caverns don't spawn under Curse unless incredibly deep. When actually in the Curse, the sky becomes a reddish-orange during the day and a dark purple at night.

    There are two very special occurrences in the Cursed Lands, similar to Abandoned Mine Shafts and NPC Villages. First is the Skeleton Fortress. This, aside from being a tower that protrudes from the ground, acts similarly to a dungeon with a Skeleton Spawner, but with a couple Skeleton Magicians. The chests here contain arrows, bones, and occasionally skulls or redstone. Skulls will later be used to create stronger utility NPCs. On rare occasions, there will be an Air Portal in the Skeleton Fortress.

    The second is the Zombie Village. These are NPC villages destroyed by curse, their inhabitants zombified. Generated like normal villages, but they use different structures made with large holes in them. The area is dense with zombies, but chests within the houses often contain food, wood/stone swords, leather armor, and occasionally iron swords and armor. On rare occasions they will house maps, compasses, or clocks. There is always at least 1 Hulk somewhere in the village, and it is more than happy to greet you.

    tl;dr
    The Cursed Lands are meant to be a difficulty bridge to Nether, as you can skirt the edges of the land and experience denser mobs of what you are already familiar with. But venturing into the Curse is a very risky expedition not recommended without preparation, but not without its rewards.

    EDIT:

    New mob: Goblins

    Goblins are a**holes. They are fast but weak and like to travel in groups of 2-4. If they come-across a man-made material, their first reaction is to tear it-down by beating it with their swords. They hit for 1.5 hearts on easy and have 5 health, they also one of the few mobs that can run faster than the player and have a nasty habit of strafing on their way to their target. They drop Wooden Swords and on rare occasions vials of Goblin's Rage, used as a brewing ingredient or drunk straight-up for faster mining speed at the cost of reduced armor effectiveness.

    New crafts: Hypnotic Turbans, Bone Cubes, Bone Golems, and Demonic Traps

    Hypnotic Turbans are crafted by an Ender Pearl over a Wizard Hat to created a Jeweled Turban, then enchanting it. While wearing a Hypnotic Turban, forcing eye contact with an unintelligent enemy will hypnotize it, temporarily making it fight for you instead of against you.
    Dragons, Villagers, Zombie Pigmen, Ghasts, Tornadoes, and anything with the prefix "Ender" are immune to its effects.

    Bone Cubes are created with a 9x9 block of bones. Can be used for building, but are subject to gravity and will break-apart if they fall. A better use is to create Bone Golems

    Placing a Skull on top of a 2-high stack of Bone Cubes will create a Bone Golem. Bone Golems are stronger versions of Snow Golems that throw bones. Bones will do 1/2 a heart of damage as well as distract the enemy. They have 3 hearts and move at Snow Golem speed. They are peaceful in their interactions with Skeletons and Skeleton Magicians and refuse to help you fight them.

    Demonic Traps are created by crafting-together 5 torches around a skull in a pseudo pentagram shape. Any mob that stands on the trap is set on fire, useful for home defense. Looks like a demonic pentagram with torches at each point. The skull floats 2.5 blocks above this and stares at the nearest player or mob.
    Posted in: Suggestions
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